Change TNT Fuse to ticks

This commit is contained in:
Howaner
2014-03-08 12:24:33 +01:00
parent baeff21a5b
commit b37966fd21
9 changed files with 20 additions and 21 deletions
+6 -6
View File
@@ -8,9 +8,9 @@
cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, double a_FuseTimeInSec) :
cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, int a_FuseTicks) :
super(etTNT, a_X, a_Y, a_Z, 0.98, 0.98),
m_FuseTicks(a_FuseTimeInSec)
m_FuseTicks(a_FuseTicks)
{
}
@@ -18,9 +18,9 @@ cTNTEntity::cTNTEntity(double a_X, double a_Y, double a_Z, double a_FuseTimeInSe
cTNTEntity::cTNTEntity(const Vector3d & a_Pos, double a_FuseTimeInSec) :
cTNTEntity::cTNTEntity(const Vector3d & a_Pos, int a_FuseTicks) :
super(etTNT, a_Pos.x, a_Pos.y, a_Pos.z, 0.98, 0.98),
m_FuseTicks(a_FuseTimeInSec)
m_FuseTicks(a_FuseTicks)
{
}
@@ -56,8 +56,8 @@ void cTNTEntity::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
BroadcastMovementUpdate();
float delta_time = a_Dt / 1000; // Convert miliseconds to seconds
m_FuseTicks -= delta_time;
m_FuseTicks -= 1;
if (m_FuseTicks <= 0)
{
Explode();